////////////////////////////////////////////////////////////////////////////////
//                                                                            //
//                           BailterRay                                       //
//                    Pip Robbins & Zhao Zhang                                //
//                                                                            //
////////////////////////////////////////////////////////////////////////////////
class BailterRay_TurretType extends Component;

var() float FireInterval;
var() Vector FireOffset;
var() class <Projectile> ProjectileClass;
var() SoundCue FireSound;
var() ParticleSystem MuzzleFlash;
var() vector MuzzleOffset;
var() ParticleSystem DeathEffect;
var() SoundCue DeathSound;

defaultproperties
{
    FireInterval = 2
    FireOffset = (X=0, Y=0, Z=0)
    ProjectileClass = none
    FireSound = none
    MuzzleFlash = none
    MuzzleOffset = (X=20, Y=0, Z=0)
    DeathEffect = none
    DeathSound = none
}